STAR CONTROL






INTRODUCTION Alliance vs Hierarchy. Space War Strategic & Tactical. MAIN LINK See Pictures of all of the Ships plus technical readouts: Star Control DISCLAIMER Star Control is a licensed property. This is merely a fan site. VICTORY Destroy all enemy Starbases. GALACTIC STARMAP Use a Hex Map. There are 3 Hex Types. When setting up roll for each hex: 1D6 Type: Notes: 1-3 Void Empty Space 4-5 Star World type unknown until explored 6 Hazard No Ships may enter this hex TACTICAL SOLARMAP Use a Hex Map. This map is used for fighting battles. If at a World Hex, put a Planet Marker in the Center Hex of the Map. If at a Starbase, put a Starbase Marker in the Center Hex of the Map. DICE Six & 10 sided dice are needed. COUNTERS Use counters to represent: Unexplored Stars Hazards Worlds Relics Installations Ships & Special Ships Starbases Damage (to Ships) STARBUCKS The basic Currency of both sides. Use Tokens to represent Starbucks. FLEETS Each Player has 7 Types of Ships in his Fleets. A Fleet is a stack of Ships in Play on the Galactic Map A Fleet can have a Maximum of 7 Ships. A Hex may contain any number of Fleets. FLEET PILE This is a pile of all of a players ship counters that are not in play. A complete set of Ship counters has 10 Copies of each of the 7 types of ships. SHIP STATS Each ship has 6 Stats: Crew, Range, Speed, Turn, Damage, Aim CREW This is a measure of how much damage a ship can sustain before being destroyed. RANGE The distance in hexes a Ships Weapons will reach. SPEED The distance in hexes a Ship can travel in 1 turn. TURN The maneuverability of the Ship. This is subtracted from an opponents Aim when he is attacking. AIM Chance to hit on 1D10 when attacking. HIERARCHY FLEET SHIP LIST Race/Ship Crew Range Speed Turn Dam Aim Ur-Quan Dreadnaught 10 8 2 1 4 6 Mycon Podship 4 2 2 2 3 8 Spathi Discriminator 6 6 4 4 1 8 Androsynth Guardian 4 4 1 2 2 8 Vux Intruder 4 6 2 2 2 7 Ilwrath Avenger 4 2 3 4 3 8 Umgah Drone 2 2 2 2 2 7 SPECIAL HIERARCHY SHIPS Race/Ship Crew Range Speed Turn Dam Aim Ur-Quan Fighter Squad 1 2 4 4 1 8 Androsynth Comet 4 1 5 4 3 7 UR-QUAN DREADNAUGHT Each Dreadnaught may launch 2 Fighter Squads during a Battle. A Fighter Squad must return to a Dreadnaught once every 4 turns or be destroyed. MYCON PODSHIP Weapon: Tracking Plasmoid Long Range Attack Option: Range +2 Dam –1 Aim –1 Extreme Range Attack Option: Range +4 Dam –2 Aim –2 The Podship removes all damage after each battle. SPATHI DISCRIMINATOR Weapon: BUTT: Backwards Utilizing Tracking Torpedo ANDROSYNTH GUARDIAN Weapon: Molecular Acid-based Blob This ship may reconfigure into the Comet form in End Segment if it did not attack this turn. ANDROSYNTH COMET Attack Mode: Direct Impact This ship may reconfigure into the Guardian form in End Segment. After 2 consecutive turns as a Comet the ship automatically goes back to Guardian Mode. VUX INTRUDER Weapon: Monstrous Optical Laser Secondary Weapon: Limpet: Range = 6, Aim = 8 If the Limpet hits the target takes no damage, But is Speed, Turn, & Accuracy –1 for rest of battle ILWRATH AVENGER Weapon: Cloaking & HellFire Blast. Enemy ships must target another ship if one is in range. UMGAH DRONE Weapon: Antimatter Cone Cone Defense: If hit with a Missile roll 1D6. On a roll of 4+ the Missile is destroyed. Retro-Propulsion: Move +3, Aim +1, Speed +2 for one full turn Retro-Propulsion can be used up to once every three turns The turn after Retro-Propulsion the ship is Move –1, Dam –1, Speed –1 ALLIANCE FLEET SHIP LIST Race/Ship Crew Range Speed Turn Dam Aim Chenjesu Broodhome 8 8 3 1 4 6 Yehat Terminator 6 6 3 3 2 7 Mmrnmhm X-Form 4 4 1 2 2 8 Ariloulaleelay Skiff 2 1 2 4 2 8 Syreen Penetrator 4 6 3 3 1 6 Earthling Cruiser 6 8 1 1 4 7 Shofixti Scout 2 6 4 4 1 7 SPECIAL ALLIANCE SHIPS Race/Ship Crew Range Speed Turn Dam Aim Mmrnmhm Fighter 4 8 4 4 1 6 CHENJESU BROODHOME Weapon: Large Crystal Missile Missile Fragmentation Option: Damage –3 Aim +2 Range +1 Secondary Weapon: DOGI’s: Range = 6, Aim = 8 If a DOGI hits, the target takes no damage, But is Speed, Turn, & Damage –1 for rest of battle YEHAT TERMINATOR Weapon: pulse cannon fires twin energy Missiles. This Ship can make 2 attacks on its turn. Force Field Activation: Turn +2 & only get 1 attack next turn. MMRNMHRM X-FORM Weapon: Twin Lasers This Ship can make 2 attacks on its turn. This ship may reconfigure into the Fighter form in End Segment. MMRNMHRM FIGHTER FORM Weapon: Long Range Missile Launcher. This ship may reconfigure into the X-Form in End Segment. ARILOULALEELAY SKIFF Weapon: Auto-Aiming Lasers. Teleport Defense: If hit roll 1D6. On a roll of 4+ the skiff evades by teleporting in a Random direction (use 1D6 to determine direction from original hex) 1D6 spaces away. SYREEN PENETRATOR Weapon: Puny Missile Syreen Song Attack: Range = 2, Aim = 8, Dam = 2 If the Song Hits, the Syreen remove 2 Damage from themselves. EARTHLING CRUISER Weapon: Long Range Homing Tactical Nuclear Weapons Secondary Weapon: Point Defense Laser: Range = 2, Aim = 8, Damage = 1 SHOFIXTI SCOUT Weapon: Energy Dart Glory Attack: Range = 1, Aim = 9, Damage = 4 The Scout self Destructs in a Glory Attack. SETUP Players pick which side they control (Hierarchy or Alliance) Set up the Galactic Map. Each Player places 1 Starbase marker onto an empty space (on opposite sides of the Galactic map). Each player starts with 4 random ships & 10 Starbucks. TURN SEQUENCE Players take turns. Each turn has 8 Phases: 1. Movement Phase 2. Research Phase 3. Battle Phase 4. Starbucks Phase 5. Construction Phase 6. Build Phase 7. Besiege Phase 8. End Phase MOVEMENT PHASE At the beginning of this phase, you may rearrange the compositions of your fleets within each hex. A Fleet may Move 1 Hex. A Fleet that contains all ships with a speed of 3+ may move up to 2 Spaces. A Fleet cannot move into a space containing an enemy Fortress and cannot move from a space adjacent to an enemy fortress into another space also adjacent to an enemy fortress. EXPLORATION When a Star is explored for the first time roll to determine the World Type: 1D6 Type: Installation Type: 1-2 Mineral World Mine 3-4 Life World Colony 5-6 Dead World Fortification FINDING RELICS When a Star is explored for the first time roll to determine if there Are any Precursor Relics present: 1D6 Relics: 1-3 None 4-5 Precursor Technology 6 Power Crystals (Gain 1D6 Starbucks) If you found a Technology get an extra advance in Research Phase. RESEARCH PHASE Get 1 Advance: One of your races (determined randomly) gains 1 level in 1 random Stat. This bonus affects all ships of that race for the rest of the game. RANDOM RACE TABLE 1D10 Hierarchy: Alliance: 1 Ur-Quan Chenjesu 2 Mycon Yehat 3 Spathi Mmrnmhm 4 Androsynth Ariloulaleelay 5 Vux Syreen 6 Ilwrath Earthling 7 Umgah Shofixti 8+ Reroll Reroll RANDOM (SHIP) STAT TABLE 1D6 Type Notes: 1 Power Sources Range +1 2 Defenses Crew +1 3 Weapons Damage +1 4 Engines Speed +1 5 Control Systems Turn +1 6 Targeting Aim +1 BATTLE PHASE A Fleet may attack an enemy Fleet in an adjacent Hex. Use the Tactical Hex Map. The Type of Hex will be that of the Defending Fleet. Planets may not be moved into or through. Set up opposing Ships at opposite ends of the Map. Ships may not stack. The Battle proceeds in Battle Turns. Players take Turns. During a player’s turn each of his ships may move once & attack once. To hit roll 1D10 (The Attack Roll). If this equal to or lower than The Attackers Aim Stat minus the Defenders Turn Stat, the Attack Hits. (A natural Roll of 1 always hits & a roll of 0 always misses) The Target takes damage equal to the Damage Stat of the Attacker. Use counters to indicate damage. A Ship with more damage than crew is destroyed. Resolve Battles between fleets one at a time. An individual Battle can only include 1 Fleet from each player. (An individual Fleet may take part in several Battles in this phase) At the End of Battle Phase all of your damaged ships are repaired. STARBUCKS PHASE Gain 2 Starbucks for every Mine you control. Gain 1 Starbuck for every Colony & Starbase you control. CONSTRUCTION PHASE You may pay 6 Starbucks to build a Starbase in a Void space occupied by one of your ships. A Starbase may not be built adjacent to another Starbase. You cannot build a Starbase if you currently have more Starbases than Colonies or Mines You may pay 4 Starbucks to build a Colony on a Life World occupied by one of your ships. You may pay 4 Starbucks to build a Mine on a Mineral World occupied by one of your ships. You may pay 2 SB to build a Fortification on a Dead World occupied by one of your ships. A world may hold only 1 Installation. BUILD PHASE You may pay 2 Starbucks to purchase a Ship. Draw a Random Ship Counter from your Fleet Pile. Ships must be built at a Starbase. A Starbase can build a max of 1 Ship per turn. BESIEGE PHASE A Fleet may attack a Fortress in an adjacent Hex. Roll 1D10 for each attacking ship (Bombardment Roll). Any roll of 10+ destroys the Fortress The Ur-Quan Dreadnaught gets +2 to this roll. If you occupy a Hex containing an enemy Starbase, Mine or Fleet, you gain control of it. END PHASE You may scuttle any Ships you don’t want (Get 1 Starbuck per ship scuttled).

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